Comments

Comment by Ropeman2008

The misconception I see with this boss is in the management of the raid. In a lot of ways, this is a burn phase in three small transition parts, and then a final fourth burn phase.

To accomplish downing the boss correctly, Cinderweb Drones and Spiderlings get priority, specifically because Drones will siphon off fire energy from Beth'tilac. The spiderlings are hurtful because Drones and the boss can consume these for 20% of the spiderlings' health, as well as gaining speed buffs.

The goal is to make the three phases in which your transition team kills spinners to go upstairs and burn the boss as long as possible. By taking down drones fast, it negates their ability to drain energy from the boss, and by burning the spiderlings, you prevent the drones from getting back health.

On the PTR, most people noticed guilds staying 'up top' anywhere from 2 - 5 minutes, with some reports stating they kept those phases at 5 or more minutes at times. This prevents the boss from "over-enraging" (her Frenzy stacks are, as of now, so overly done and quick, there is a large need to extended those three transitions as long as possible to deal as much DPS as possible, and not be in the final phase for too long before the AOE and tank damage becomes unhealable).

Comment by Grizzlynick

the texture work on this spider is amazing!

Comment by zickzag

loot from 4.2 has been publish and this boss will drop 3 items for tank, a mainhand sword, a trinket and a chest.

Comment by Cutsforhugs

For future references, you can see some of Firelands loot tables here.

Comment by Pandur

Quick strategy overview:Phase 1

get 1 tank with a healer and as many melees as you can spare on top of the web

let the rest kill adds on the ground

avoid the meteors on top

get down when beth casts her smoldering devastation

gather on the ground to maximze healing during ember flare

Phase 2

switch tanks when one gets widows kiss

use bloodlust/heroism to dps beth down as fast as you can

rotate defensive cds if beth gets more then 10 frenzy stacks

Comment by killars

Learntoraid.com has a great guide for Beth'tilac and some of (soon to be all of) the other Firelands bosses including Ragnaros! Here's the link for this boss video guide:

Comment by Asbel

Comment by GraveDiggerX

Below I have written a guide as well as demonstrate how we did this boss.

Our Group:

2 Tank - | Druid | DK |

3 Healers - | Paladin | Shaman | Priest |

5 DPS - | Warlock | Mage | Hunter | Death Knight | Rogue |

General Boss Information:

This boss is a 2 phase encounter.

She summons adds and sprays fire/magma to try and kill the raid

It is a fairly simple encounter and mainly just a gear check

Boss Abilities:

---Phase 1: (Not % based)

Upon engaging Beth, she retreats to her canopy and begins casting a magma spew that damages all members of the raid until a player goes to the canopy with her... which is reached by mounting on the remaining webs of dead spiders.

These adds will spawn as groups with the numbers stated above. You will get them after each Smoldering Devastation, which she will cast once her mana reaches zero.

You want to make sure that the people going up jump down through a hole in the canopy as she starts casting this ability. While up top, all you have to do is DPS and watch out for the Meteors that she casts. There is an effect on the ground and it's pretty easy to avoid

Smoldering Devastation will happen 3 times before entering Phase 2

---Phase 2:

Phase 2 starts after the third Smoldering Devastation cast.

Make sure the adds are dead when she enters P2 because she will consume them and get healed up.

This phase is 100% a burn phase.

Have everyone in your raid stack, except for the 2 tanks. This is due to The Widow's Kiss. When this happens, tank swap.

Alongside the kiss, Beth will begin to slowly enrage by casting Frenzy every few seconds. This stacks indefinitely until the end of the encounter.

Finally, the hardest part of P2 is Ember Flare, which is cast periodically and hits the whole raid. Stack up and use CDs to survive the latter part of this phase

Tips:

Send as much DPS up top as you can to get as much damage on her as possible without getting overrun below.

Execution is key, but fairly easy... just kill what you need to and avoid meteors

Don't be bad.

I wish you the best of luck, and feel free to critique my post and ask any questions.

Please uprate if this helped at all!

A link to our video on YouTube is HERE so you can see how it's done. Please rate and subscribe to see our upcoming videos!

@Archh yea, the bottom healing isn't bad once someone is up top. We even contemplated sending 2 healers up. It's just up to your strengths and weaknesses. Also, I have the iLvLs of all of our members at the end of my videos... You can just go to the end if you want to see them.

Comment by demnok

can the Smoldering Devastation penetrate immue effect like Divine Shield?

Comment by Mobiuslion

I'm having trouble getting my Raid group past the last set of Adds just outside Beth's Chamber. Its the one with the Large Fire Shield and the Mobs under it that are being attacked by Spiders. Any helpful suggestions?

Comment by kaytie

She is skinnable, but has a high requirement (over 530: with max skill + Gatherer, still red).

Comment by Onadrad

minor nitpick... you said you have 11 people in your group? I'm pretty sure you mean 5 dps... :p

Comment by Mythricia

My guilds first kill on this happened with Beth'tilac starting the burn phase at 100% health... Somewhat to our surprise, we just healed a lot, burned her down, and all was fine. 1 person dead if I remember. This on 25man, Normal.

And we're not that amazing of a guild.. So. To me, this seems like something that'll get "fixed", since it's already a viable repeatably strategy, even more so once people get more gear. Just get a tank and 1 healer up top as usual, DPS ignore it, wait for her to come down, blow Hero and just kill it. Basicly a true tank & spank with higher healing requirements..

Fun times.

Comment by hawke

BTW: we are being overrun below with just 10 man non-heroic gear from previous instances. Need quite significant dps here.

Our setup had only one member geared in heroic, rest was T11 bought with JP or 359 from previous raid. Some lucky 378 mixed in, but nothing much, and we downed her (10 man). So it's def. doable if you have raiding like gear and a group that knows what to do

We sent 1 tank (druid), 1 healer (me, holy pal with fire resist aura) and 1 DPS uptop (single target DPS , mage), everyone else was bottom handling spiders. She went into phase 2 at about 84%, but I honestly think we would've down her even if she was at 100%. When the fight was over, most healers still had over 50% mana, and we only had one tank dead due to a bad taunt swap, but didnt even use brez on him since the boss was close to dying anyway.

Like others said, phase 2 is a big tank and spank. If you're healer are competent / geared enough, you can clearly take her down from 100-0% in phase 2.

Comment by Archh

Hello there, we are having problems keeping the main tank alive. Do you think it is possible to send Main Tank, 2 Healers and just 1 DPS up?

I always check your strategies when I get stuck! Hehe.

Thanks,

Comment by Archh

One suggestion, if you can, please post the ILVL of your raid members... this will give a good idea if we are/aren´t geared enough for this fight!Thanks!

Comment by notdryad

For raids with little to no 372s from the previous raid tier, you may want to leave all DPS at the bottom in Phase 1 and send only a tank and healer to the top. We were 12/12 1/13 and we tried sending our Fury Warrior up. We were having issues with being overrun by adds. To make Phase 1 Beth healing easier, we rotated tanks. Blood DK (me) went up first, then the Prot Pally, then me again. I used IBF right off the bat the first time I went up and by the time I went back up, IBF was about 4 seconds from being off CD. Tank and healer going up 3 times could bring Beth down to about 90% before Phase 2. However, could have been RNG, but whenever we went to Phase 2, the spiderlings would always spawn right where Beth'tilac lands and negating whatever damage we did in Phase 1. We still managed to burn her from 100% to 0%. We tried to lust once at 20 stacks, but wiped at 8% because healers said they went oom. We lusted at 25 stacks the next time and won.

Comment by bogoradwee

Comment by GraveDiggerX

I have the iLvl at the end of my videos

Comment by GraveDiggerX

Yea, you could send 2 healers up

Comment by Archh

Awesome!Will check the videos then!Thanks!

Comment by andymcca

Just thought I would give a healer's perspective. Our mostly ilvl 359 10-man group did this the other day. We sent a tank (prot paladin) and me (a resto druid) up top, with a rogue coming up when adds below were looking good. At first we had the rogue coming up every time, but it really helped when we had him dps the adds during the beginning of the second top phase.

Beth does not cleave when up top, so I stood next to the tank for efflo. I would wait for a meteor to come down, and swiftmend immediately after. I found if I didn't time swiftmend with the meteors, efflo would often be wasted when we had to avoid the next meteor.

Damage seemed a bit RNG driven, with me occasionally needing to drop a regrowth, and occasionally just rolling lifebloom for 20s+. In general, lifebloom + rejuv + swiftmend + occasional healing touches were enough. I actually gained mana in a few of the top-phases. Her AoE did enough damage that I needed a near-constant rejuv + efflo, and the rogue needed a frequent rejuv + his recuperate.

The big thing was to make sure that the tank and healer go up at almost the same time (with the tank ~.5s ahead). I could pre-HoT the tank on the way up if we timed it right, and if we missed the timing the tank had to blow a CD.

Phase 2 is not too bad as long as:A) The adds are under control when you startB) You have the DPS to finish in <40 stacksC) You coordinate your healing and defensive cooldowns

Comment by kovachattack

This boss currently does not have eternal embers listed in her loot table. Is this correct? I thought they came from all Firelands bosses?

Comment by kryptx

If the other guides and videos aren't helping you, here are some things you might try, from an "average" 10 man guild that got our first kill last night.

One person is enough to kill all of the spinners, but we found it was better to have more people killing them to get them dead faster and ease healer mana. People with long ramp-up times and who struggle with target switching can stay on the drones, but the rest of your ranged should kill spinners if there are any spinners up. This includes the spinners that have not been taunted down, in case that wasn't obvious.

Spinners, when they are down, do a significant amount of melee damage. Don't pull down more than you need. We had our hunter and holy paladin pull down the first two, and the hunter pulled the third as well 8 seconds later. Still, your ground tank might not have enough taunts to tank everything, so burn them as fast as possible when they are down. Prioritize the ones that are running free over those that are being tanked, if any.

Taking the dones to a specific, pre-determined location was not helpful for us. Instead, we used a "donut" where the ranged dps and healers are in the donut hole in the center of the room (you can mark this location with a raid marker), receiving AOE heals, and the drone is tanked on the donut, opposite the current batch of spiderlings. Just be sure never to face the drone towards the raid. Mmm, donut.

Beth'tilac's consume ability restores 10% of her health and has a 100 yard range. This means if there are ANY spiderlings alive when she comes down, she will fully heal and the rest of the encounter will be exceptionally difficult.The tricky part is this: assuming you don't allow any drones to drain her energy, there will be a wave of spiderlings about the same time that Beth'tilac begins her third smoldering devastation. At that time it's imperative that all DPS with any AOE capability whatsoever kill all spiderlings. None of the videos or guides I read seem to mention this (though I'm sure there are some that do), but it was extremely important for us.

In phase 2, our healers could keep us up until about 30 stacks of Frenzy. If you're going over that, either Beth is healing or you don't have enough DPS. If you're dying long before that, your healers aren't able to keep up (note that this doesn't necessarily mean the healers are failing).

It's not absolutely necessary to alternate tanks in the traditional sense, though it is plenty viable. Since Widow's Kiss's duration is shorter than its cooldown, for us it worked better to have one "main" tank and one "soak" tank just for Widow's Kiss. If one of your tanks is a druid, consider having him or her soak the debuff and just DPS in cat form while he/she has the Widow's Kiss.

We found it was helpful to save heroism/bloodlust for about 40% so that it fully benefits healers as well as dps.

Good luck!

Comment by kryptx

If the other guides and videos aren't helping you, here are some things you might try, from an "average" 10 man guild that got our first kill last night.

One person is enough to kill all of the spinners, but we found it was better to have more people killing them to get them dead faster and ease healer mana. People with long ramp-up times and who struggle with target switching can stay on the drones, but the rest of your ranged should kill spinners if there are any spinners up. This includes the spinners that have not been taunted down, in case that wasn't obvious.

Spinners, when they are down, continue casting their random fireballs, and also melee their top threat target. It's not a ton of melee damage (1.5k hit on plate to 5k crit on cloth, every 1.5 seconds or so) but due to the number of targets, it may be difficult for your ground tank to pick them all up. Try not to pull down more than you need. We had our hunter and holy paladin pull down the first two, and the hunter pulled the third as well 8 seconds later. Prioritize the ones that are running free over those that are being tanked, if applicable.

Taking the dones to a specific, pre-determined location was not helpful for us. Instead, we used a "donut" where the ranged dps and healers are in the donut hole in the center of the room (you can mark this location with a raid marker), receiving AOE heals, and the drone is tanked on the donut, opposite the current batch of spiderlings. Just be sure never to face the drone towards the raid. Mmm, donut.

Beth'tilac's consume ability restores 10% of her health and has a 100 yard range (no longer the case). This means if there are any spiderlings alivenear her when she comes down, she will probably fully heal and the rest of the encounter will be needlessly difficult.The tricky part is this: assuming you don't allow any drones to drain her energy, there will be a wave of spiderlings about the same time that Beth'tilac begins her third smoldering devastation. At that time it's important that all DPS with any AOE capability whatsoever kill all spiderlings. None of the videos or guides I read seem to mention this (though I'm sure there are some that do), but it was extremely important for us.

In phase 2, our healers could keep us up until about 30 stacks of Frenzy. If you're going over that, either Beth is healing or you don't have enough DPS. If you're dying long before that, your healers aren't able to keep up (note that this doesn't necessarily mean the healers are failing).

It's not absolutely necessary to alternate tanks in the traditional sense. Since Widow's Kiss's duration is shorter than its cooldown, for us it worked better to have one "main" tank and one "soak" tank just for Widow's Kiss. If one of your tanks is a druid, consider having him or her soak the debuff and just DPS in cat form while he/she has the Widow's Kiss.

We found it was helpful to save heroism/bloodlust for about 40% so that it fully benefits healers as well as dps, since that's the most challenging part of the fight to heal, and it also happens to be approaching your dps' execute phase.

Good luck!

Comment by kryptx

We received an eternal ember from Beth'tilac. I don't know why wowhead doesn't show them, but she does have a chance to drop them.

Comment by kabouras

After the first time spinners spawn and u killed them in order for tank, healer and dps to go up, do the keep spawining endlesly untill the 2nd phase or do the spawn in sets of 4-6 everytime Beth casts Smoldering Devastation? If so is it viable to put a dps in charge of killing the spinners while the rest of the raid handles Drones and spiderlings and then as soon as he is clear with Spinners give a hand on the raid? I would really could use some enlightment on the subject cause i cant seem to find an accurate info on it . Thank you

Having one character focus on the spiderling adds allowed for the other two ground DPS to focus on the Cinderweb Drone and Cinderweb Spinners making the ground team's job easily manageable. Another tip I have for hunters--if you pop Deterrence when you first engage the boss (while waiting for the first Cinderweb Spinners to come) you can prevent damage done by Ember Flare to help conserve healer mana.

Granted, this is the 10-man encounter and not every group has a hunter--I'm just saying marksmanship hunters have fantastic raid utility if any 10-man groups are having difficulties with add control in phase 1.

Comment by Cicero

In 10-man, it cannot be emphasized enough that if you want to significantly reduce the amount of healing your downstairs healers have to do, you should have a side-tank taunt the Spinners off their webs when they appear.

The Spinners do approximately 20,000 damage per attack while they are on their webs lobbing fire/acid at people. If you taunt them off their webs and get them on the ground they switch to a melee attack which hits for much less, only about 2,000 damage.

So, by forcing the Spinners to switch to melee you will cause them to do about 1/10th their normal damage.

Also, you need a side-tank (aka an armored melee DPS) to handle the smaller spiderlings if they appear when no Drones are alive, otherwise they switch to agro targeting and can easily kill a raid member.

Spiderling adds in 10-man appear from only one spot each time. The drone tank needs to move around to put the ranged pile between himself and the spiderling adds so the adds will pass right through the ranged players who can slow them down if they get that far.

Comment by ZelosRaine

Just downed this on Ysondre.

Raid comp:Pally on addsWarrior on Beth

Shammy and Druid downstairsDisc Priest (me) upstairs

Fury Warrior on BossArcane Mage on SpinnersArcane Mage on DroneShadow Priest on Drone/SpiderlingsSurvival Hunter on Spiderlings

Long story short, what helped us was having the warrior stay down for the third upstairs to make sure all adds died (ESPECIALLY, the SPIDERLINGS). Also, tanks calling when they taunt off is a must in order for you healers to prevent random tank death. Finally, rotating healing/damage reduction cd's is a must once the boss is below 50%. One every 10% if you can manage it. Tanks should try to save cd's for the 20% mark, and Hero/Lust should be used around 30%+ in order to help the healers out.

Boss dropped at about 81% and everyone was (barely) alive at kill. Average dps was around 16-17k and average hps was around 15k.

Good luck!

Comment by Euphemia

Flaskaholics killing her last raidlock, after quite some work at figuring out what worked for us. We tried having a solohealer at the groundlevel, tried different setups and kill prios and such. Now we seem to have nailed it to go with most setups, so the wipefeasts were somehow worth it.

This about sums it up:

1 tank 1 healer 1 melee up on the web between each Smoldering Devastation.

2 healers ground level, one melee or ranged pref with a taunt on Spinners, 1 melee or ranged on Drones fulltime, 2 ranged with slows on Spiderlings. Whenever people were free, they'd help on Drones. Also, anyone with a taunt would help get Spinners down to the ground.

During her last Smoldering Devastation, all dps would kill Spiderlings, then Drones/Spinners before opening on her as she comes down to ground level.

Tanks would just taunt each time she kissed one of them, raid would stack on a healer on her bum. Pewpewpew, watch her stacks of Frenzy. Plan for healing cooldowns so they're spread throughout the phase, tanks have cooldowns ready at abt 20 stacks, TW at about 25 stacks of Frenzy, then kill, then loot :)

More information in the video, hope it'll be of help to someone!

Good luck!

/EDIT: With people gearing up, you can now do this with one healer on the groundlevel if people take care of themselves - you might also ship some more dps up on the canopy to have her lower before Phase2, this should be doable as the output of a good hunter/mage/dk should suffice for dealing with the Spiderlings on their own... Good way to farm her before going heroix on her :)

Comment by Lindentree

Make sure that none of the raiders you plan to send up top are colorblind. This entire subzone is a nightmare for us, but the meteor effect in particular is nearly impossible to see if you have problems with color vision.

Comment by Lysimachia

Having the upstairs dps stay down after the second Smoldering Devastion (or come down early) to make sure all adds get killed before she lands can make the phase transition a lot smoother.

Comment by Destinies

Comment by XACru

Comment by swirlyeyes

The worst healer in a 10-m setting, a shaman, can cover 20k worth of damage in a single riptide + 2 ticks, this essentially costs no mana and even returns some (T12 2P).

In order to get spinners to descend, a taunt needs to be used. Some tanks have one taunt, warriors and druids. If they only expend their taunt at the wrong time drones may have a chance running loose.

Spinners spawn all over the place. Having the tank taunt spinners down means drones will be moving all over the place as well. This reduces the maximum damage melee damage can deal in most cases, thereby increasing drone uptime and increasing overall damage taken.

Soloing or duoing spiderlings shouldn't be an issue in most groups. Blast wave, Frost Trap, Chilblains all trivialize this mechanic.

Comment by mmomeltingpot

Totally agree. The ground-floor tank should start taunting spinners as soon as they appear. Not only will that make it easier to kill them, it'll mean that they drop their filaments quicker (which, in turn, means your web-level team can get back up onto the web sooner). I've written about tanking tactics for this fight in more detail here.

Comment by Disciplined

Here's a thorough explanation of the tactic my guild uses for both of our 10M groups. First thing I would like to note is that we're not a hardcore raiding guild, which mostly consists of some old ingame friends, who brought some more IRL friends of theirs. So all we have is around 15-18 people that are actually interested in raiding, some luckily having well geared alts, out of which we made 2 10M groups. We're not having 1 group be the core one, we just decided to split the members equally, and some people are having a char in each group, because of our low active raiders number.

I know that it would maybe be better to take another Melee dps instead of 1 of our hunters, but we are really out of choices here, so we decided to go with what we have.

Phase 1:

As soon as we run in I pop Power Word: Barrier, which keeps us a lot safer until we can get the 1st person up to stop the spraying AoE from Beth'Tilac herself. This way the raid takes less dmg in the opening, and the barrier is also gonna be ready to use again in P2. As for getting the Cinderweb Spinners down, the way we do it is have the tank that is going to go up and tank her (that being the Feral) taunt 1, our other tank taunt 1, and our holy paladin use Reckoning to get another one down too.As for the upstairs part of the raid, we send the tank 1st, followed by a healer (Discipline Priest, who is by far the best healer to be up top), and our Rogue 3rd, but only the 1st time, where he pops all of his offensive cooldowns to burst Beth'Tilac as much as he can, to ease the P2 of the encounter. The following 2 times it's only me and the tank being upstairs, and the Rogue remains on the spawning Cinderweb Drones for the rest of the encounter. The main thing to be aware off is that the climbing up part can get a lot buggy, and even if your the 2nd one who climbs the net, you can aggro, so we decided to leave at least a 3 second gap between the tank and the healer even clicking the webs. A Feral druid is by far the best one to fulfill this tactic, since he has a low CD defensive ability (Barkskin) he can pop each time he climbs the web, to make surviving those few seconds, until the healer is up, a lot easier.

The upstairs job is a piece of cake for a Feral/Dpriest combo. What I tend to do is keep Prayer of Mending up, shield us both, and spam the tank, followed by Penance on CD. This rotation succeeds at keeping us alive, because of the insane way Dpriest's mastery works, which makes even overhealing effective, since it can both proc Divine Aegis & reduce the remaining time on the Weakened Soul debuff, as well as conserving my mana, so I'm always at 100% mana when we're jumping down to evade the Smoldering Devastation. That way I am free to spend a lot of my mana, and even spam PW:S to help the healers downstairs, until we have to go back up again, since I'm going to regen to 100% mana upstairs anyways, as long as I can get at least 1 proc downstairs, which is fairly easy.

Downstairs, we have 1 of our hunters on taking out the Cinderweb Spiderlings as fast as possible, while the others are on the Drone. The Drone goes down really fast, because of the mad single target DPS output from the Rogue / Arc Mage and the others when the Spiderlings are down.

Phase 2:

When phase 2 starts, we have one of our tanks (that being the Feral again) place Beth'Tilac in the middle, and the remaining of the raid stack directly on her tail (or w/e is this part of a spider's body called). The state of the raid at this point is that every one of us has all of his cooldowns on disposal, so the choice is on us when to pop them. As for the healers, I'm mostly on 100% mana here, and the other 2 are surely above 75%, so there's still no need for any regen cooldowns, since they will have a much greater use afterwards in the phase.The 1st cooldown to go off is (because it's a channeled spell, and makes me unable to heal while doing it, so it's best to be used while the healing requirement is low) which combined with Shadowfiend and a Volcanic Potion regens roughly about 50% of my own mana, so I tend to burn my mana as close as possible to 50-60% while her stacks are low, which also allows the other 2 healers to not cast a lot, or not cast at all, and regain some mana, as well as profiting from the HoH, so after it expires, we're all at full mana again, and Beth'Tilac is around 10-15 stacks, but a bit burned down too.

Now this is where the hard part of the encounter begins. She is now already hitting pretty hard with her AoE, so we are forced to use quick and mana inefficient spells, to keep the raid up. So now we're again burning a lot of mana, which makes the perfect time to pop . At this point, mana is not yet becoming an issue. The main issue actually is that you can't get your heals go off fast enough, so that's where Bloodlust comes in place. While it lasts, the raid will surely be doing well, so we do not pop any other CDs at the same time. When BL expires, it's my 2nd Barrier time. It's important to note that while under the barrier, Beth'Tilac's AoE will not cause spellcasting delay, neither for your healers, nor caster DPS, and with Glyph of Weakened Soul, it probably makes it the single most useful spell in this encounter.

At this point, the boss is already at low health, and she is surely going down in 10-20 seconds, so we pop our remaining defensive cooldowns, such as Rallying Cry, and have our Feral tank use his Tranquility, which helps the healers a lot. The ideal thing to do is also have him carry a caster weapon, such as Chelley's Staff of Dark Mending, and equip it before casting Tranq, to profit from the SP boost.

2 important things to note here:Healers - noone in the raid should be getting healed rather than someone else, because every single raid member has the same importance. A dead tank would make swapping impossible, a dead healer can't heal (well except a holy priest), and a dead DPS prolongs the phase a lot, which will all surely cause a wipe.Tanks - when taking over because the other tank got The Widow's Kiss, try not to move nor rotate Beth'Tilac from her spot, so the remaining of the raid does not have to move with her, because while on the move, most healers can't heal properly, and it makes it harder for the DPS too.

Summary: I know this may seem like mostly a healer guide, but that's the only role I've played in the encounter so far.I also hope this helps someone, who hasn't downed her yet, or is having troubles in the process.

Comment by Dristor

Beth'tilac - Father of Deth'tilac.

Comment by Swiftflight

For prot warriors who are staying on the ground during phase 1, put vigilance on the tank going up because whenever he takes damage your taunt refreshes. This allows you to taunt every single spinner that you see down to the ground, making your healers very appreciative.

Comment by Therage

In 10 man a Marksmanship hunter spec'd into 1 point of Rapid Killing, 2 points in Concussive Barrage, 2 points into Bombardment and 2 Points into Rapid Recuperation can easily kill the spiderlings on their own. Trap launch an explosive trap or Ice Trap in their path and spam multi shot until dead. You will likely need help on the last group of Spiderlings before phase 2 begins (gear dependent of course (I am 375 equipped item level at time of this writing)).

edit: Note that if anyone other than the hunter kills the adds then speccing in such a way is redundant. The hunter needs to kill the adds to gain the extra focus through the Rapid Killing + Rapid Recuperation combination. This means that you should only do this if your hunter is able to solo the spiderlings.

- Lovemontes/Aman'thul

Comment by rzzr

Comment by Chancelot

Tips for tanks going up top:

Beth hits like a f-in truck. Be prepared to pop some light cooldowns when you are up top.

Climbing up the rope changes your camera around. I have mine set to never move unless I move it, which sometimes screwed me up when I would go up top. I would mouse turn to face the boss and sometimes fall right through the damn hole.

We had some bugs on our kill last night. Sometimes I would randomly fall through the floor (and no, I wasn't standing in a puddle). I ended up switching with the other tank and he had the same issues with randomly falling through the floor.

Comment by Hanz0

pro tip : get a resto drood and 2 dps instead of only 1 on the web during p1 it will cause her to come down with 60% hp making p2 a walk in the park!

Comment by DivineIxen

Frustrating, yet fun fight at the same time. Mainly due to people in my raid accidently falling through holes while they were upstairs or a healer/dps dying because they got the top before the tank did.

I told my raid I couldn't tank upstairs as for some reason, certain textures cause my fps to drop to nil and I have difficultly seeing the meteors/holes. So I end up tanking downstairs. Do a good job too, I just tell people to kite over the Spinners to me so I can aoe taunt them off and hold them while dps mass spam aoes.

Felt so good when we finally downed her AND I got both pieces of loot. (Tank sword/holy shoulders.)

Comment by Umega

Anyone mentioned this yet? Beth'tilac sounds alot like the demonic spiders called Bebiliths in Dungeons and Dragons/Forgotten Realms.

Comment by nater131

Hotfix 9/20Beth'tilac's health and damage have been reduced by 15% on both normal and Heroic difficulty.

Comment by dusty103

Beth'tilac requires 550 skill to skin. To reach this, one must acquire a pair of skinning knives that increase skill, plus a glove enchantment. For this, one would expect to get something like a pair of Pristine Hides, not just a couple of skins you can get off of any regular level mob.

Comment by Smoketh

The encounter tab for this boss on heroic is incorrect. It is NOT Cinderweb Broodlings that are part of this encounter. Engorged Broodlings are the correct NPCs for this encounter on heroic.

Cinderweb Broodlings are found in the Molten Front

Comment by yarai

Contrary to what the Encounter Journal says (and according to our bomb soaker), Engorged Broodlings during the Heroic encounter explode for nature damage, rather than fire: . If you have a shaman or a hunter that can provide Nature resistance, this mitigates a considerable portion of the explosion and subsequent AoE damage.

Comment by Vegasboy

guild is just doing this fight on heroic for the frist time ,any tips u guys may have on raid setup and how to deal with Broodling's ?

Comment by Sillicis

Funny thing was, at one of our attempts in heroic we taunted alot of spinners down. And a Cinderweb Drone went up the web at 17% of his hp.

Comment by Eillesthis

With two of these equipped you can fire off Multi-Shots almost continuously, as the Auto Shots between them help kill off your target quickly, refreshing you for the next Multi-Shot. If you're laying traps the free Explosive Shots from accelerate the process. Once you get going your new target is that much closer to death from the previous Multi-Shots, so at the end the adds are dying in rapid succession and you're only limited by GCD.

The benefit outweighs the loss of two 359 or 378 trinkets if you're on add duty, since add control is more important than your contribution to the boss on the burn phase, and anyway the sooner the adds are down the sooner you're back to dps-ing the boss.

Comment by Okacz

Comment by Leggings

Easily the hardest Heroic encounter of this tier's raiding (of the first 6 might I mention).

This fight in Heroic mode will really push the bounds of your healers and the endurance of your tanks and ultimately the length to which your DPS can smash over for the finale of what will seem like a torterous fight. This fight will require extremely precise coordination and lots of communication.

On this fight you will find the Cinderweb Spinners and Spiderlings will give you some trouble, as a pose to the Drone being of lesser priority.

You will want a Hunter and/or Death Knight in your raid capable of smashing Spiderlings and being able to quckly move constantly to soak the new arachnids of this fight -- Cinderweb Broodlings. Cinderweb Broodlings will Fixate on a target (indicated by a yellow beam to the target it is following) and have too much health to kill. You will want your Death Knight or Hunter to move to these Broodlings to have them explode on them as far as possible from the raid. Have a healer aware of the one taking the Broodling to either follow him around or make sure he's topped off before having him take any Broodlings. When Broodlings blow up they will leave a poison patch on the floor, standing in it will deal roughly 12.5K nature damage per second, and anyone standing in it will be slowed. For this reason it is important to use lag to your advantage and try to let the Broodling run to you (while you are still a considerable distance from the raid) and then start moving away from it as it catches up to you (the Broodling is faster than your run speed), making it blow up and the idea is that the delay between blow up and putting poison on the floor, you should be out of the poison, so you will only be taking the initial explosion damage.

Contrary to the priority of the Drones in the normal encounter, you will find the Drones tend to die quite quickly and have an inconsistent aggro table. Drones in the Heroic encounter of this fight will randomly fixate on targets, but when they do will deal 75% less damage. For this mecahnic, Drones not only drop in kill priority but are also trivialised by it (you will still want to have the DPS not on spiderlings on the Drone so that it does not siphon energy from Beth'tilac).

You will want your downstairs tank to pick up the Drone as normal and pull it to an assigned marker (preferably close to your raid's stack so that the Drones can be cleaved down, and the tank can receive AoE healing), and you will want your raid stacking at a point. Your downstairs tank with the assistance of any other DPS or Healer classes downstairs to taunt down all Cinderweb Spinners. If Cinderweb Spinners are left on their webs for too long they will start stunning targets for 25 seconds -- if this happens you will more than likely have a Healer or Spiderling DPS stunned which will be detrimental to your attempt.

Send a Melee DPS, a tank healer and your tank upstairs, the rest of the raid should be downstairs and stacked at a point on the floor. You will have 2 healers downstairs, most preferably with AoE healing capabilities (ie, Shaman, Druid). Damage will be heavy downstairs and as the fight progresses it will get heavier. Send your upstairs team up and have them come down for smolderings as normal, rinse and repeat three times. If you are finding downstairs to be messy with problems downing spinners or drones then it would be a good idea to have your upstairs DPS to only go up for the first two times, and have him stand down for the third to help clean up.

For the third and final Smoldering, Spiderlings are top priority, as Drones can be moved next to Beth to be cleaved. If you have unlucky RNG you will find the Spiderlings will spawn outside of where Beth will land and Beth will quickly eat any still alive. For this reason alone it is extremely important your DPS are switching to the Spiderlings exclusively to kill them before they get to Beth, or you will shortly find all your upstairs' effort will have been undone in the matter of a few seconds.

The rest of the fight is pretty much as per normal -- you will want your Tanks swapping for Widow's Kiss, raid damage will be extremely high and as Beth's frenzy stacks rise damage will only get higher on both tanks and the raid. You will want Beth down before roughly 35 stacks of Frenzy, with raid and Tank cooldowns being popped at roughly 20-25 stacks of Frenzy (if you can hold them off for longer then it will definitely benefit you, but make sure they are starting to be used by at least 30 stacks). Save Tranquility for high damage periods as it really is a raid saver, and get any other Druids you have (regardless of spec) to be ready to use Tranquility should damage get too high. Optionally (but recommend at later stacks) you can get any (DPS) Priests to use their Divine Hyms and Shamans to use their Healing Rain. If the stacks do get high your tanks WILL be one hit. Pop lust at 50% and collect your spoils.

Sorry for the heavy read, but hopefully you can take something from it.

Good Luck!

Comment by Asbat

Comment by wowdm6

I know this is no longer current content but the guild I am in was not interested in the legendary so I decided with a friend to try to two man 10 man Firelands and see how it went with the intent of getting that staff and hence the pet for the achievement.

This first fight had us stuck at first even though I read through the fight tactics

I went up as hunter ilvl559 and the other player stayed down as druid tank ilvl530This went well as I burned Beth down before she cast the first smoldering devastation

Unfortunately I fell down at that point and waited, Beth did not come down until such time as she enraged, health was at 1 point, looks like you cannot kill her up top so a fast burn appears pointless. When she came down health remained fixed at 1 point and we died. A bug possibly ?

After a few more reads we noticed that there is essentially 4 phases, 3 up top where she casts and then only after the third cast does Beth then come to the lower floor. You need to cause some damage to get the energy level to come down.

So the DPS up top does not appear to need to be anything much, we switched round, Druid Tank up top and Hunter DPS down bottom to take care of the adds

Once we had this it was possible to burn the rest of the health and get the kill.

So we had the kill, certainly well geared in MoP allows for at least the first few bosses to be taken down with just two players.

Comment by Cloudblueyes

Just soloed as combat rogue, ilvl 566. Get one or two combat points off before she goes up. Pop recuperate (glyphed). Use fan of knives to hit a spider. Use those combat points to pop SND. Go up the web. Pop CD! Use evasion. Use leeching poison of course. Shiv leeching poison. Move out of magma pools. Use KS, Use AR.

Prep. Evasion again. I didn't use combat readiness, but I should have. Cloak for smoldering devastation. Use your pots, flask, food buff. I had to go down and she was getting healed, but I fought through and did it! Hopefully you get her before she goes back down. It was VERY close. I only did 164k dps actually. I did 16, 215 healing per second. Mostly through OP leeching poison, but also through recuperate.

Comment by Malsherz

Just killed her solo in 10man with the 6.0 changes and thought it worth suggesting to be careful with how quick you kill her. Killed her on top by accident and couldn't loot her because I got knocked down to the ground level.

Comment by jnqbus

Any ideas on how to solo as a Combat Rogue past the squish? No Fan of Knives means trouble.

Comment by Gulanga

This should be no problem to solo on heroic 10man if you have some gear.I've been farming it on 10man hc since 6.0.2.

Problem:You have to kill one of the hanging spider adds fast and get up. Otherwise you will be perma-stunned.Once you are up you have to kill her fast before you go down. If you go down you will be stun-locked and you will loose the attempt.So this fight is a dps race.

Comment by Cramerscott

Soloed as a 580 Prot Warrior on 25H. The trick is to have a DoT on her as she goes to the bottom at the end of the fight. I used Blood Bath, Dragon Roar, basically everything I could to add to the DoT. I was stunned for about 6 seconds, so just to be safe I popped Enrage Regen to help out.

Comment by BurnsLikeIce

A word of warning for level 100's attempting a Heroic kill...I went in on my ilvl598 quest-geared Bear Druid. Was doing well, had her to around 15%, and then she dropped off her web. My DoTs weren't quite enough to finish her off, so I ended up on the ground, Stunned, as Beth healed up. I have the passive healing Talent (Ysera's Gift), and the damage barely tickled my fur, so I had to wait for the Enrage timer before I took enough damage to die.

So beware: If you have a passive healing ability, and you don't kill the spider before you drop and get stun-locked by the adds, then you will have to wait for Enrage to die and try again.

Might want to have a book or something ready to occupy yourself with while you await death. Minutes feel like hours when all you want to do is reset the fight and try again.

Comment by Laurerz

Soloing at 100.

Running through Firelands as a Blood Death Knight at level 100 - This for me was the most annoying boss to solo, but it is do-able.

I killed it on 25man Heoric, the trick was to save any movement impairing breakers until I was stunned (as a DK, only Icebound Fortitude did the job.) Once released from the stun, the trick is to kill as many of the hanging spiders as you can, if like me you've spent all your time above the web; there may be a few.

After AoEing the ones I could, I then had to single target and became stunned again. I waited until the 24 second stun had worn off and in the second I was unstunned, I would spam an instant damage cast to kill the remaining adds - One per every 24 seconds, so if you cannot survive the stun you will not be able to do this.

A good note is to remember is that as well as using instant casts to kill the ones stunning you, you can also use that brief second you have to pop any CDs that may be useful as well as any health pots.

Comment by abstractivism

WoD 25H Monk solo:

This boss can be very frustrating to solo as a monk, simply because of the Monk's lack of any decent DoT damage combined with the Cinderweb Spinner adds and their perpetual stunlock as soon as you enter P2. What's most aggravating is that when you've entered into stunlock territory it's almost impossible to get the encounter to reset unless you feel like waiting around for the enrage timer. The boss and her adds simply do not do enough damage to kill you so that you can have another attempt.

It's all very possible though. You will be unable to bring the boss below 1hp while she's above the web, but as soon as she begins to descend (transition into P2) you can pop Invoke Xuen, the White Tiger and Spinning Crane Kick at the right time while directly above Beth'tilac to hopefully get that final tick of damage off on her before the adds throw you into stunlock webs. You have a very, very small window of time to land the killing blow.

If you do not kill her immediately after the phase transition, the attempt is failed. No amount of CC breaks will keep you going long enough to DPS her down from the ~1mil she regenerates at this time. Nimble Brew, your CC-break racial, and free action potions all are useless here. The adds will simply reapply their webs before you're able to get more than one ability off.

Other classes with more reliable DoT skills shouldn't have much of an issue, and the fight is otherwise a no-brainer.

I should also specify that I used a 641 WW monk to kill Beth'tilac. Brewmaster should be possible as well if you pop Rushing Jade Wind during that critical phase transition.

Comment by icyshadowlord

Anyone been having trouble looting her after killing her?

I went to solo her with my Warrior, she died on the web up above but I fell down right as she died.

Comment by Taishigi

If you happen to kill Beth'tilac too fast and end up with a boss up top that you can't loot.

Go kill Alysrazor, you will have enough time left on your Wings of Flame buff to be able to fly over to the web and land on top so you can loot the boss.

Comment by oramac

Took me 3 tries, but finally solo'd on 25H as a ilvl 657 Ret Pally. Basically full PVP gear. Didn't even need to burst at all.

Pulled with ExorcismKill a spinner with JudgementGo up topDPS Beth as normal.

The really important thing is the move out of the fire! My first two tries, after I went up top to dps Beth, I just stood there and dps'd. Don't do that. After 3-4 globals move out of the little fire puddle thing you're standing in. Doing that on my third try, I killed her easily.

You do still need to have a dot on her when she goes down to ground level.

Comment by N0VIS

To those soloing this, (this is especially important in 25 man), the time you spend fighting her up on the web is enough time for a large number of spiders to spawn underneath. When Beth'tilac goes below, the spiders can stunlock you pretty easily. Therefore, try to leave a DoT on her once she moves to the centre to climb down to the lower level.

Comment by Siddalee

Just a quick suggestion if you get perma stunned: spam shadowmeld/vanish type spell button and start over, lol

Comment by Xenorra

For those that are attempting to solo this at level 100, and get stuck in the stun, Beth'tilac's enrage is at 10 minutes, and this still takes about a minute or two to die after (depending on what health regeneration abilities you have).

Comment by Anedill

Tip for first timers: when up on the web - keep moving. Don't ignore the fire puddles, as they make you drop down and will thus result in you being stunlocked by the spiders below!

Comment by Swagelok

Alternatively, if you are unable to kill him when he goes down and you have a pet, send your pet to attack the spiders to break the stunlock. Much quicker than having to wait to die.

Comment by whyzzim

Short tip for solo 25h:Start the fight. Kill one Spinner. Climb up to the top and burn her hp down. Do not get hit by Meteor Burn (you can see its area as a yellow circle) or you'll fall down and get stunlocked. Once she is low on hp she will move down and start phase 2. Put dot on her to finish her, if your dot is not enough you may consider Mecha-Blast Rocket.

Comment by r0yzterr

If you try to solo this as a warrior on 25 man heroic, you can "fix" this encounter might you fail to dps down the boss/adds fast enough while perma stunned.

To do this, simply wait for one stun to wear out while clicking bladestorm as fast as possible. If you time this right, you're able to bladestorm out of the stun and keeping you immune from next stuns during the bladestorm, since it makes you immune to all movement impairing effects.

If you keep jumping during the bladestorm you also will burn down the dangling adds so you're able to finish the boss, might the boss not be dead by the time your bladestorm runs out.

Works for me everytime.

Comment by erlkonig

Running my level 100 warlock through this on the upper level in 25H kept seeing Beth'tilac descend with 4%-16% health left, and no way to handle the stunlock problem at the end. However, I found that never ascending, and just wiping out everything at ground level until Beth'tilac descends led to an easy final phase with nothing left to stun me.

Beth'tilac retreats to the top of her web at the beginning of the encounter.

Fire Energy

Beth'tilac slowly loses Fire Energy over time. Cinderweb Drones also siphon some of her energy when their own energy is depleted. Whenever Beth'tilac runs out of Fire Energy, she will set herself ablaze, causing Smoldering Devastation.

Ember Flare
– Intense heat burns enemies near Beth'tilac, inflicting 3538 to 4112 Fire damage to players at the same level as Beth'tilac.

Meteor Burn
– Meteors crash down onto the web, inflicting 9250 to 10750 Fire damage to players within 7 yards of the impact. The meteor also burns a hole in the web through which players may fall.

Smoldering Devastation
– When Beth'tilac's Fire Energy fully depletes, she will set herself ablaze and inflict 95000 to 105000 Fire damage on all players located at her same level.

Cinderweb Spinner
– Cinderweb Spinners dangle from the web above on a filament strand. Using Taunt or a similar ability on a Spinner will cause them to drop to the ground. Once killed, their web filament remains. Players may then interact with the filament and move to the top of the web.

After she has performed Smoldering Devastation three times, Beth'tilac enters a frenzy. She lowers herself from the safety of the top of her Cinderweb and no longer calls for aid from her brood.

Frenzy
– Beth'tilac periodically casts Frenzy, increasing her damage dealt by 5% until the end of the encounter. This effect stacks.

The Widow's Kiss
– Beth'tilac's deadly kiss boils the blood of her current target, reducing the healing dealt to the target by (134.8% of Spell power)% every 2 seconds for 20 sec. The kiss also causes the target to inflict increasing Fire damage to their surrounding allies within 10 yards.

Ember Flare
– Beth'tilac emits a blazing heat, inflicting 3538 to 4112 Fire damage to enemies on the same level as Beth'tilac.